But sprint is the best part of the build lol. Moving fast, laying nados, AND spinning fast. All 3 of those depend on sprint. Take that away and you're left with just boring slow WW. Not to mention, thats not a sustainable build. WW is a fury spender.
The coefficient on Sprint will be nerfed, but at least they didn't pull a Caltrops and remove the thing completely; it'll still do SOMETHING. Whether or not that reduction will make the double tornado build defunct is the real question. It may just take some retooling. The build is basically the Hammerdin of D3, so I don't think anyone should be surprised that this is happening. The problem before now was that the balance in Inferno made the double tornado build one of very few that were a "sure thing". The 1.0.5 monster damage changes (among others) should at least make fewer players feel like it is their only chance at success.
The fury cost will be reduced from 16 to 9 fury, so WW should be noticeably easier to start. Battle Rage (Into the Fray) will still work, plus it's been extended to 120 seconds (thank god) so you won't have to micromanage that so much or spend fury. Battle Cry will grant 10 fewer fury, but they took 10 seconds off the cooldown. There's also the Overpower - Momentum option, which has a new 12 second cooldown that is reduced with crits.
Personally, I usually run with the Superstition passive skill because it both helps with elemental damage reduction and pretty much grants me unlimited fury any time I fight a molten/plagued/desecrator/electrified elite. I also frequently use the Dust Devils rune.